#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); }